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Postby xander » Mon Mar 05, 2007 8:26 pm

combineguy wrote:Thanks xander, also, I tried the solarpanel thing, it sends the energy, but the yard still refuses to make armors.
And if that's the case, why doesn't the generator work? (the original level was going to have solarpanels instead of a pylonstart, but the generator wouldn't send the energy on after it got to it.) It doesn't even show the number of volts passing through it. =(

Generators are a bit complicated to get working. They need to be global (NEED to be global -- they cause crashes if they are not), and must have a control tower linked to them. It doesn't seem to matter if the control tower is online or not, but it needs to be linked. As to getting the Yard to work, a Yard needs power, polygons, and DGs to operate. With those three things, you should be good.

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Postby combineguy » Mon Mar 05, 2007 9:15 pm

thank you very much xander. (oh and by the way, the reason the yard wasn't working was because I forgot to link the pylonend to it. doh! XD)
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Postby combineguy » Mon Mar 05, 2007 10:17 pm

grrr! I just put cameras and the intro into one of my levels, now every time I try to enter the level the screen is just black... except for what sepevulda is saying. When he's done, darwinia crashes. (I have tested my level before I put the cams in, it worked, and yes, all the cams are within the level boundries.)
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Postby xander » Mon Mar 05, 2007 11:32 pm

combineguy wrote:grrr! I just put cameras and the intro into one of my levels, now every time I try to enter the level the screen is just black... except for what sepevulda is saying. When he's done, darwinia crashes. (I have tested my level before I put the cams in, it worked, and yes, all the cams are within the level boundries.)

You need to be more specific about the problem. Post the script that is running. Post a blackbox file. Maybe post the map or mission file. Tell us exactly what is happening.

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Postby combineguy » Tue Mar 06, 2007 12:15 am

I don't know what's happening. it looks like the camera is waaay outside of the level for some reason. =(
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Postby xander » Tue Mar 06, 2007 12:46 am

I hate to repeat myself, but:
xander wrote:You need to be more specific about the problem. Post the script that is running. Post a blackbox file. Maybe post the map or mission file. Tell us exactly what is happening.

xander

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Postby combineguy » Tue Mar 06, 2007 1:01 am

here's the script:

Code: Select all

cammove start 1
waitcam
say error_intro_1
say error_intro_2
waitsay
cammove souls 1
waitcam
say error_intro_3
say error_intro_4
waitsay
cammove tallspam
say error_intro_5
say error_intro_6
camreset
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Postby Testrie » Tue Mar 06, 2007 5:03 am

combineguy wrote:Thanks xander, also, I tried the solarpanel thing, it sends the energy, but the yard still refuses to make armors.
And if that's the case, why doesn't the generator work? (the original level was going to have solarpanels instead of a pylonstart, but the generator wouldn't send the energy on after it got to it.) It doesn't even show the number of volts passing through it. =(


don't generators have to have a control tower attatched?

eyra
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Postby xander » Tue Mar 06, 2007 5:13 am

Testrie wrote:don't generators have to have a control tower attatched?

eyra

Does no one ever read what I write?!
xander wrote:Generators...must have a control tower linked to them. It doesn't seem to matter if the control tower is online or not, but it needs to be linked.


combineguy: you are missing a parameter in the line that reads "CamMove tallspam". You need a number there. That number tells Darwinia how long to get from one point to the other. Also, what is with the 1 second CamMoves? If you really want the camera to go that quickly from one place to another, use CamCut. Really fast camera moves are disorienting, and probably bad practice, unless you have a really good reason to use them.

Also, in terms of the camera spinning around unstoppably, you might also want to check that you don't have two cameras in the same place (even if they are facing different directions). If you have two cameras in the same place, but in different directions, and you move from one to the other, it has a tendency to break Darwinia.

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Postby Testrie » Tue Mar 06, 2007 5:18 am

xander wrote:
Testrie wrote:don't generators have to have a control tower attatched?

eyra

Does no one ever read what I write?!
xander wrote:Generators...must have a control tower linked to them. It doesn't seem to matter if the control tower is online or not, but it needs to be linked.


combineguy: you are missing a parameter in the line that reads "CamMove tallspam". You need a number there. That number tells Darwinia how long to get from one point to the other. Also, what is with the 1 second CamMoves? If you really want the camera to go that quickly from one place to another, use CamCut. Really fast camera moves are disorienting, and probably bad practice, unless you have a really good reason to use them.

Also, in terms of the camera spinning around unstoppably, you might also want to check that you don't have two cameras in the same place (even if they are facing different directions). If you have two cameras in the same place, but in different directions, and you move from one to the other, it has a tendency to break Darwinia.

xander


Sorry about not reading what you write, xander.

And there is a bug (1.4.X) windows where if you run darwinia in windowed, alt-esc out, and alt-tab back in when the mouse is outside of where the window is (or was), the camera begins to spin uncontrollably with the mouse pointer bouncing on the side of the window. Not sure if this is what is happening.

eyra
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Postby The GoldFish » Tue Mar 06, 2007 10:22 am

Code: Select all

cammove start 1


Don't do this - it's probably what's causing the black camera (I had the same problem with Madrid in Droughtwinia) - because you're already AT the start camera, it's math explodes when you give it 1. I'd suggest you just change it to cammove souls 9000 - this will have the same desired effect, as the camera will be placed in cutscene mode and basically stay at start. Obviously though, take out the 'waitcam' afterwards, and replace it with 'wait 1', or you'll be waiting for 2 and a half hours.

I also wouldn't use 1 as a time to get there in cammove, as that'll create lots of overshoot to correct for.
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Postby combineguy » Tue Mar 06, 2007 4:22 pm

The GoldFish wrote:[code]that'll create lots of overshoot to correct for.

so THAT'S what's cause the overshoot... ok thanks.

And thanks xander, can't beleive I forgot the second variable. (AGAIN.)
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Postby The GoldFish » Tue Mar 06, 2007 6:06 pm

All cammoves result in overshoot, they seem to do some quick math to work out roughly how to move, and it always ends on the side of overhshoot. Just move your cameras away from where you want them to be, so when it overshoots it ends up in the right place - it's pretty easy to do.
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Postby combineguy » Tue Mar 06, 2007 6:56 pm

Ok, I *finally* got my virii edits in... but when I put them in game you can't see them. Well you can see them a little bit, if you look REALLY closely, and it's easier if I'm in a dark area. I figured I had them to bright and made them really dark, but it had no effect. also, the red mist around them seems to be kinda overpowering the virii image, how do I get rid of it?

EDIT: oh yeah good news, the mod is almost done! it's probably around 80% done right now.
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Postby xander » Tue Mar 06, 2007 7:24 pm

combineguy wrote:also, the red mist around them seems to be kinda overpowering the virii image, how do I get rid of it?

The only way to get rid of the glow around virii is to replace "glow.bmp" with a solid black image. However, glow.bmp is used all over the place in the game, so you will also be getting rid of many other effects.

xander

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